McKay Hawkes is a digital effects artist and experienced photo retoucher servicing the advertising industry. He is currently working in San Francisco Bay area at Pixelbox Studios (www.thepixelbox.com). His company specializes in high-end commercial imaging for print, video and interactive media.
Listen to Brad Peebler’s audio modcast which features an extensive interview with McKay Hawkes.

We caught up with McKay Hawkes to discuss a recent project he did for Kensington Computer Products Group using modo.

iPod flower Kensington keyboard and mouse Kensington blue mouse coffee beans

Lux: What was your goal for this project?

Kensington Mouse animation MH: I really wanted to impress upon the client that 3D was a more viable solution for interactive content than traditional media. Traditionally, experience in the advertising industry has shown achieving the kind of results that would compare with traditional photographic methods is usually cost and time prohibitive. I would say that I agree with that general notion as from what I have seen it is very difficult to achieve convincing results in 3D. Only a few very high-end facilities with massive render farms and a team of specialized 3D artists and programmers could achieve photographic quality results. That means that only the campaigns with the biggest budgets can afford this caliber of work. Automotive campaigns for example…

As a smaller production facility and in some cases… acting as a single artist, achieving inspiring photorealistic 3D in a way that is economically competitive has been near impossible. My experience in using modo and seeing the stunning quality photorealism has changed that in my mind. For once, I have discovered a software tool that can be used to achieve studio quality results without the prohibitive equipment expenses and overhead of a steep learning curve. Of course the onset of multi-core computers and massive speed increases has helped make this more viable from a hardware standpoint. But truly revolutionary advancements are usually achieved by a combination of software and hardware. I think Luxology is filling the software niche rather nicely.

iPod shuffle with lightingLux: How did you approach the project?

MH: My approach was to dive in and hope for the best. Kind of sink or swim so to speak. There is only so much you can learn from tutorials and books. The real education comes by solving real world problems, So I figured it was best just to go for it. I have been working in 3D for a while, I had actually really tried to learn Maya at one point. Now this project involved print and also video output. So from an experience standpoint, I was somewhat out of my comfort zone. There are so many different disciplines in 3D; modeling, rendering, animation, lighting, UV mapping, sculpting, shader development, etc. Honestly, it makes traditional graphic production look easy by comparison, so I was a little less confident than usual going into the animation/video production. It took a great deal of concentration, time, and focus but ultimately I think it came out well. The client was happy, and I learned a great deal.

Lux: What tools in modo did you mainly use?

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MH: I started out modeling the entire set of devices from Kensington in modo with photographic reference. Later in the process we were able to get a hold of the actual CAD data. Originally I planned on using the translated meshes only as templates because in my experience imported CAD meshes always look a bit like shattered glass. However almost by accident I rendered the translated CAD mesh in modo and was surprised to see that it rendered very well. There was no faceting, no render errors, nothing… just a beautiful render. Upon further research I found out modo 301 included a new feature that uses "vertex normals" to render these meshes. Since the output of this job did not involve any animations to the actual mesh (which would require remodeling everything), I was able to use the translated CAD meshes as they were. This saved a great deal of time on the modeling and let me focus more on material generation, lighting, animation… etc.

Lux: What about the all important step of getting the materials looking real?

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MH: Creating the materials and textures was, in my view, one of the most critical aspects of the project. In the high-end print advertising world, agencies allocate a significant portion of their resources to rounds of very exacting color correction and edits in an attempt to dial an image as close as possible to the actual product. Commercial printing is the only real medium where we have a great degree of control over the final output, as opposed to TV or computer displays that vary tremendously in quality and accuracy of color simulation. Printers have precise control over press calibrations. This enables us to dial colors and textures to near an exact match of the actual product.

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Given this expectation of print advertisers, many times we really don't have the luxury of just making something look good or believable…we have to match a real world product as closely as possible. In the 3D workflow, instead of just breaking down an image to its RGB or CMYK color values, we actually have to look at the exact way light interacts with the product. We need to closely observe and replicate things like diffuse, spectrality, reflection, fresnel, index refraction, subsurface scattering, absorption distance, and transparency to create convincing and accurate photorealistic qualities. This is before we even get into displacement mapping for textures and other various details… It can really be a challenging process.

In the end, it usually boils down to a lot of trial and error. That is where the flexibility of the shader tree in modo becomes so critical. Quick, intuitive, and predictable adjustments to materials in a scene is sublimely important to an efficient workflow. I found that that modo's shader tree, along with multi-pass rendering and node based compositing proved the key to efficient shader generation.

Kensington blue mouseLux: What was the trickiest part of the project?

MH: Because I am so ingrained in photographic work, I use Photoshop constantly. That is usually where the magic happens and it is totally second nature for me. But as I said, for this project going from a small series of hi-res print images to video sequences with potentially thousands of frames presented entirely new challenges. When the output involves that many frames, working the images in Photoshop is no longer a viable production method. So whatever happens, it has to happen in the 3D or in the compositing world. To me this was akin to tying my shoelaces together and telling me to run a marathon! For a while it wasn't pretty to watch. So I found the trickiest aspect was in accomplishing the entire piece in 3D from beginning to end without "cheating" in Photoshop more than any specific part.

Kensington red mouseThis is one reason that I really appreciate modo. With so many different disciplines in the 3D world it can seem rather daunting to produce anything as an individual. But modo's user interface is much more streamlined and predictable than any other 3D app I have used. It makes transitioning from the various disciplines relatively smooth. I don't think it will ever be “easy” – but it is much more intuitive. This is what I think modo excels at… making things work in a way that is predictable and familiar, and even enjoyable. So you can tackle these separate disciplines with much more confidence, and with a shorter learning curve.

Lux: Tell us how the client liked the work…

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MH: I am happy to say, by all accounts the client was very pleased with the visual accuracy and quality of the renders. My industry is full of perfectionists… people (including myself) who spend way too much time dwelling over the smallest details. My entire livelihood is based on achieving the illusive “ideal.” There is always something more to do to make it better, something that will give the image more accuracy, more impact, more emotional draw, more… whatever. Usually though, time and budget constraints, and sometimes even attention spans dictate when something is "done".

For this project though, the client really did not have to settle, and they actually got something better that they thought possible considering our budget and time constraints. It always does one's reputation well to come in on time, within budget, and exceeding expectations.

Lux: What initially attracted you to modo?

MH: What first got my attention with modo was the stunning render engine, because, as I said, in the print advertising industry nothing less than true photographic quality is acceptable. So that was my initial draw, but once I got into the program and played around with modo's interface I noticed it was very refined and most things seemed to work in a predictable matter. I found that I was just able to do much more, much quicker… and achieve quality results that are competitive with other methods. After a brief learning curve, I felt like I could focus much more on the creative process than having to battle the technical demands of 3D. All in all, working in modo is really a much more rewarding experience than any other 3D application I have used.

Lux: Thank you for your time and for sharing your insight!

Mckay Hawkes profile
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